Hi, I’m making a shader that use additional two float4 my shading calculation. First, I made a plugin for vertex factory and marked using IMPLEMENT_VERTEX_FACTORY_TYPE macro. Then engine try to compile my usf when start up. but start up is always fail because of my usf was not compiled successfully.
ok, after looking at those classes I have to admit that I’m completly lost in the depths of Unreal4 :]
From what I understand simple meshes imported from FBX are represented as UStaticMesh (and UStaticMeshComponent)
I could derive from UStaticMeshComponent, or add UStaticMesh to my own class (that derives from UMeshComponent)
but … unless I do not understand something, there is no way to change vertex factory of UStaticMesh (UStaticMesh::RenderData::LODResources[0]::VertexFactory) to my own.
So how could I IMPORT mesh from FBX, AND be able to specify my custom vertex factory ? (without rewriting parts of FBX importer, and probably some other classes)
(Or modify the engine, to hold in FStaticMeshLODResources pointer to generic FVertexFactory, that could be changed later - but I’m afraid consequences of such an modification …)
I am trying to do something similar now (trying to pass the vertex positions of the StaticMeshComponents in my scene to the vertex shader by using a Vertex Factory.) Was this ever resolved?